Dice rolls: Difference between revisions

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436 bytes removed ,  22 January 2023
edited the opening paragraph to be more succinct and (hopefully) clearer, removed some unnecessary punctuation and extraneous references to proficiency.
(edited the opening paragraph to be more succinct and (hopefully) clearer, removed some unnecessary punctuation and extraneous references to proficiency.)
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The game determines the success of various actions by rolling dice for you and for other creatures in the game. The result of a die roll or dice roll is often modified by bonuses and penalties.  Characters that are very skilled, use powerful items to enhance their abilities, or are under the effects of various empowering conditions (such as from spells or potions) will tend to roll higher numbers.  Characters that are unskilled, don't have access to good equipment, or are under the effect of negative conditions, will instead tend to roll lower numbers.
Attacking a creature, making a shove attempt, spotting a hidden secret, and picking a lock are all examples of die rolls, which are the main method used to determine character success or failure in BG3. The amount of damage a character deals in combat is also determined by rolling a die.


The various types of die used in rolls are referred to by the number of sides they have: D4, D6, D8, D10, D12, and D20. When multiple dice of a type are rolled, an abbreviation is used to refer to the roll, such as 2d4 for rolling two D4, 8d6 for rolling eight D6, and so on.
In most circumstances when a character makes a die roll their ability modifier and proficiency bonus will be added to the roll to determine the final result. The exception to this is the damage roll, which only adds a character's proficiency bonus if explicitly stated.


Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the Difficulty Class of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1, and rolling 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.
Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the Difficulty Class of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1 and rolling 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.


[[Category:Gameplay Mechanics]]
[[Category:Gameplay Mechanics]]
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When a creature attacks another, it rolls a D20.  The result is modified by its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  If the result matches or exceeds the [[Armor Class]] of the target, then the attack is successful.  Otherwise, it's a failure; this could mean the attack was a miss, failed to hurt the target due to its armor, or the target was able to dodge or parry.
When a creature attacks another, it rolls a D20.  The result is modified by its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  If the result matches or exceeds the [[Armor Class]] of the target, then the attack is successful.  Otherwise, it's a failure; this could mean the attack was a miss, failed to hurt the target due to its armor, or the target was able to dodge or parry.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + Proficiency Bonus


As a special case, a roll of 1 means that the attack fails regardless of bonuses and the target's Armor Class.  This is called a Critical Miss.  Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class.  This is called a Critical Hit.  A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet. Currently, a critical hit doubles all the damage dice involved in the damage roll, but not the modifiers.
As a special case, a roll of 1 means that the attack fails regardless of bonuses and the target's Armor Class.  This is called a Critical Miss.  Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class.  This is called a Critical Hit.  A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet. Currently, a critical hit doubles all the damage dice involved in the damage roll, but not the modifiers.
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For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12.  Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.
For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12.  Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.


For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  For the damage of spell attacks, no such modifiers apply.
For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[#Ability Score Modifier|Ability Score Modifier]].  For the damage of spell attacks, no such modifiers apply.


=== Saving Throw ===
=== Saving Throw ===
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Various types of danger can be avoided by making a '''Saving Throw''', also called a save.  The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The result must reach or exceed the Difficulty Class of the Saving Throw.
Various types of danger can be avoided by making a '''Saving Throw''', also called a save.  The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]].  The result must reach or exceed the Difficulty Class of the Saving Throw.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + Proficiency Bonus


The source of danger determines the Difficulty Class, as well as the [[Ability Score]] that determines the Modifier.  If the result of the roll matches or exceeds the Difficulty Class, the save succeeds.
The source of danger determines the Difficulty Class, as well as the [[Ability Score]] that determines the Modifier.  If the result of the roll matches or exceeds the Difficulty Class, the save succeeds.
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Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and possibly a [[#Proficiency Bonus|Proficiency Bonus]].  The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.
Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a D20, and adds its [[#Ability Score Modifier|Ability Score Modifier]] and possibly a [[#Proficiency Bonus|Proficiency Bonus]].  The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.


  Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus
  Result = {{D20}} + Ability Score Modifier + Proficiency Bonus


Ability Checks can be based purely on an [[Ability Score]], in which case they can only benefit from the Ability Score Modifier, but not any Proficiency Bonus.
Ability Checks can be based purely on an [[Ability Score]], in which case they can only benefit from the Ability Score Modifier, but not any Proficiency Bonus.
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In various situations, a creature can have Advantage or Disadvantage on an Attack Roll, Saving Throw, or Ability Check.
In various situations, a creature can have Advantage or Disadvantage on an Attack Roll, Saving Throw, or Ability Check.


Advantage simply means that you make the roll twice, and use the higher result.  Disadvantage means you use the lower result.
Advantage simply means that you make the roll twice and use the higher result.  Disadvantage means you use the lower result.


Advantage and Disadvantage can't stack.  In other words, you never roll more than twice.  Also, they cancel each other out, no matter how many sources of Advantage or Disadvantage you have.  For instance, even if you have three sources of Advantage, and only one source of Disadvantage, they still cancel out each other completely, so you have neither.
Advantage and Disadvantage can't stack.  In other words, you never roll more than twice.  Also, they cancel each other out, no matter how many sources of Advantage or Disadvantage you have.  For instance, even if you have three sources of Advantage, and only one source of Disadvantage, they still cancel out each other completely, so you have neither.
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=== Ability Score Modifier ===
=== Ability Score Modifier ===


A creature's [[Ability Score]]s can modify the result of rolls, depending on how high or low the Ability Score is.  Which Ability Score is used to determine the Modifier depends on the roll that's being made.  The Ability Score Modifier for a specific [[Ability Score]] can be also be referred to by the name of that Ability Score, such as: Strength Modifier, Dexterity Modifier, etc.
A creature's [[Ability Score]]s can modify the result of rolls, depending on how high or low the Ability Score is.  Which Ability Score is used to determine the Modifier depends on the roll that's being made.  The Ability Score Modifier for a specific [[Ability Score]] can also be referred to by the name of that Ability Score, such as: Strength Modifier, Dexterity Modifier, etc.


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The lack of Proficiency in spell casting becomes apparent when you give a scroll such as [[Scroll of Guiding Bolt]] to a character that can't otherwise cast spells.  Since [[Guiding Bolt]] uses an Attack Roll, but the character is not proficient in spell casting, they will have a lower chance to hit targets with the Guiding Bolt.
The lack of Proficiency in spell casting becomes apparent when you give a scroll such as [[Scroll of Guiding Bolt]] to a character that can't otherwise cast spells.  Since [[Guiding Bolt]] uses an Attack Roll, but the character is not proficient in spell casting, they will have a lower chance to hit targets with the Guiding Bolt.
==== For Damage Rolls ====
Damage Rolls do not benefit from Proficiency.


==== For Saving Throws ====
==== For Saving Throws ====
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